Search found 216 matches

by za909
Wed Oct 03, 2018 5:19 am
Forum: NES Graphics
Topic: what does 8 bit graphics mean
Replies: 43
Views: 32575

Re: what does 8 bit graphics mean

I have more of a pet peeve with people who call every chip in a system a "processor" as if you can't just make circuitry that does it's specific job by itself and has to execute code. Nowadays pretty much every chip is a processor of some kind, but back in the 80s and 90s, that wasn't the case. I f...
by za909
Wed Oct 03, 2018 3:30 am
Forum: NES Music
Topic: OptoSound (NES Music Engine)
Replies: 7
Views: 8480

Re: OptoSound (NES Music Engine)

It doesn't have to be famitracker per se. Some people like MML so as long there is a way to write music other then putting bytes manually to create music then it should be fine. The only reason I mentioned famitracker is with a system like that, for people that don't know about music, I can make si...
by za909
Wed Oct 03, 2018 3:07 am
Forum: NESdev
Topic: Fun with strange bugs!
Replies: 22
Views: 8206

Re: Fun with strange bugs!

I can tell you that I'm way too obsessed about coding mistakes to just roll back and carry on when something seemingly unrelated breaks! Whenever that happens to me, I spend as much time as it takes to figure out *exactly* what went wrong, otherwise something even more sinister may end up happening...
by za909
Mon Sep 24, 2018 2:47 am
Forum: NES Music
Topic: Poll, What music driver do you use?
Replies: 15
Views: 23547

Re: Poll, What music driver do you use?

Famitracker (0CC fork by Hertzdevil) for quick compositions. If I'm working on a homebrew, or other project then I always stick to writing my own unless someone else is in charge of the project and wants to go for a particular driver.
by za909
Tue Sep 04, 2018 10:45 am
Forum: NESdev
Topic: MM3 scanline counter, check multiple point possible and how?
Replies: 44
Views: 13122

Re: MM3 scanline counter, check multiple point possible and

If you have a different IRQ system for different parts of your game it is pretty useful to set up multiple IRQ handlers in software by pointing the IRQ vector at RAM, where you place a JMP absolute (hex: $4C) instruction when initializing the console, and then the two byts after it will be used as t...
by za909
Fri Aug 17, 2018 1:42 am
Forum: NESdev International
Topic: Language: Dutch
Replies: 13
Views: 23567

Re: Language: Dutch

Bestaat er ergens misschien een Nederlands sprekend forum voor retro dingetjes? Ik zou met m'n Nederlands echt op de hoogte moeten blijven wat ik makkelijk zou kunnen door gesprekken over retro ontwikkeling en zo.
by za909
Sat Aug 11, 2018 2:24 am
Forum: NESdev
Topic: Removing/Disabling music but keeping sound effects
Replies: 14
Views: 5034

Re: Removing/Disabling music but keeping sound effects

This largely depends on how the particular sound engine is built. I personally always have two flags that allow me to disable the music and/or sound effects so that the player can change these settings. But most games probably did not bother to add any kind of separation, in which case you'll have t...
by za909
Thu Aug 09, 2018 10:58 am
Forum: NES Hardware and Flash Equipment
Topic: Strange IRQ code in Namco 163 games
Replies: 1
Views: 2806

Re: Strange IRQ code in Namco 163 games

My first guess would be an odd protection method against possible bad pirate copies of the mapper, or hardware failure?
by za909
Thu Aug 09, 2018 10:17 am
Forum: NES Hardware and Flash Equipment
Topic: Triangle Channel is quieter than the rest on AV Famicom
Replies: 8
Views: 3529

Re: Triangle Channel is quieter than the rest on AV Famicom

I don't personally know about "8bit Power Music Final", but Kirby's Adventure uses DPCM samples that tend to leave the DAC level quite high, which reduces the volume of the triangle and noise channels. Maybe this was intentional because the game tends to use the triangle for non-bassline parts.
by za909
Wed Jun 13, 2018 4:05 pm
Forum: NES Music
Topic: How to properly calculate sampled duty cycles for the DPCM?
Replies: 16
Views: 14483

Re: How to properly calculate sampled duty cycles for the DP

If you are going for conserving space it is indeed the best solution, especially when you want to simultaneously do something unusual for an NES game. I once wrote a demo song that tries to sound "advanced" while only using the base hardware features, including a looped DPCM waveform made from an FM...
by za909
Mon Jun 11, 2018 4:03 pm
Forum: NES Music
Topic: How to properly calculate sampled duty cycles for the DPCM?
Replies: 16
Views: 14483

Re: How to properly calculate sampled duty cycles for the DP

An incredibly limited solution is to use a 0×16+1 byte sample to avoid the detuning to B major. Now you have a C major scale mapped to pitches 0-7 (8 continues with D' but then 9 gives you an F')
by za909
Thu Mar 29, 2018 3:40 am
Forum: Other Retro Dev
Topic: PC Engine waveform channel updates
Replies: 8
Views: 19532

Re: PC Engine waveform channel updates

Ah, I only intend to update the waveform once per field at the fastest (up to 1254 cycles if all 6 channels had to be updated), so to me the biggest concern is whether the waveform step is reset to 0 when I update the waveform.
by za909
Wed Mar 28, 2018 4:22 am
Forum: Other Retro Dev
Topic: PC Engine waveform channel updates
Replies: 8
Views: 19532

PC Engine waveform channel updates

I have recently taken interest in programming for the PC Engine/TG16. I've been meaning to do something interesting with the audio, so I tried regularly changing the waveforms to get more realistic instruments. https://www.youtube.com/watch?v=BI6so4w9mu8 Now based on what I read in the documentation...
by za909
Mon Feb 12, 2018 5:23 pm
Forum: NESdev
Topic: MMC5's Extended Attributes, some potential issues...
Replies: 24
Views: 6328

Re: MMC5's Extended Attributes, some potential issues...

I agree that sticking to certain limits does not necessary mean someone wants to "role-play". On the one hand, I'm also developing with a small cart in mind, but that's because I want it to be easy and cheap to build a real cart, and I also don't have a budget to hire someone to create graphics for ...
by za909
Sun Dec 24, 2017 3:59 am
Forum: NESdev
Topic: Any UnROM like mappers that support 512kb from NES heyday?
Replies: 11
Views: 3464

Re: Any UnROM like mappers that support 512kb from NES heyda

2.2.3 Should support oversized UNROM and BNROM games, I've noticed this problem too where the data above a certain threshold would be cut off, so my PCM demos looped way too early (Because Bank $10 was treated as Bank $00 and so on).